Searched refs:far (Results 1 - 25 of 119) sorted by relevance

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/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/shadows/utils/
H A DAABBNearFarAnalyzer.java28 /** Compute near and far plane based on renderable providers passed in constructor. Renderable providers array should contains only
32 /** Near and far initialization before computation. You should put the same values as the main camera */
100 camera.far = AABBNearFarAnalyzer.CAMERA_FAR;
117 float far = distance + radius;
120 if (far <= 0) far = CAMERA_FAR;
123 camera.far = far;
H A DBoundingSphereDirectionalAnalyzer.java55 // Compute near and far
57 out.far = 2.5f * radius;
/external/autotest/client/site_tests/graphics_SanAngeles/src/
H A Dmatrixop.h35 // mat = FrustumMatrix(left, right, bottom, top, near, far) * mat
39 float near, float far);
H A Dmatrixop.c132 float near, float far)
136 float dz = far - near;
139 if (near <= 0.f || far <= 0.f || dx <= 0.f || dy <= 0.f || dz <= 0.f)
154 frust[2*4 + 2] = -(near + far) / dz;
159 frust[3*4 + 2] = -2.f * near * far / dz;
129 Matrix4x4_Frustum(Matrix4x4 mat, float left, float right, float bottom, float top, float near, float far) argument
/external/libgdx/gdx/src/com/badlogic/gdx/graphics/
H A DPerspectiveCamera.java56 projection.setToProjection(Math.abs(near), Math.abs(far), fieldOfView, aspect);
H A DOrthographicCamera.java57 * viewportHeight / 2, near, far);
/external/llvm/test/MC/ARM/
H A Dcomment.s21 far: label
43 @CHECK-LABEL: far:
/external/valgrind/gdbserver_tests/
H A Dmssnapshot.stderrB.exp6 v.info all_errors : show all errors found so far
9 v.info n_errs_found [msg] : show the nr of errors found so far and the given msg
24 saves all snapshot(s) taken so far in <filename>
H A Dmchelp.stdoutB.exp4 v.info all_errors : show all errors found so far
7 v.info n_errs_found [msg] : show the nr of errors found so far and the given msg
58 v.info all_errors : show all errors found so far
61 v.info n_errs_found [msg] : show the nr of errors found so far and the given msg
/external/vulkan-validation-layers/libs/glm/gtc/
H A Dmatrix_transform.hpp164 /// @param far
174 T const & far);
181 /// @param far
189 T const & far);
197 /// @param far
206 T const & far);
208 /// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite.
219 /// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping.
/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/
H A DFrameBufferCubemapTest.java41 camFb.far = 1000f;
59 camCube.far = 300f;
79 camFb.far = cam.far;
H A DModelLoaderTest.java42 camera.far = 100;
/external/llvm/test/MC/MachO/ARM/
H A Dlong-call-branch-island-relocation.s21 @ Make the _foo symbol sufficiently far away to force the 'bl' relocation
/external/opencv3/3rdparty/libjpeg/
H A Djmorecfg.h233 /* Here is the pseudo-keyword for declaring pointers that must be "far"
241 #define FAR far
/external/pdfium/third_party/libjpeg/
H A Djmorecfg.h219 /* Here is the pseudo-keyword for declaring pointers that must be "far"
226 #define FAR far
/external/mesa3d/src/gallium/tests/graw/
H A Dshader-leak.c53 float near, float far)
55 float z = far;
58 float half_depth = ((float)far - (float)near) / 2.0f;
51 set_viewport( float x, float y, float width, float height, float near, float far) argument
H A Dtri-gs.c54 float near, float far)
56 float z = far;
59 float half_depth = ((float)far - (float)near) / 2.0f;
52 set_viewport( float x, float y, float width, float height, float near, float far) argument
H A Dtri-instanced.c83 float near, float far)
85 float z = far;
88 float half_depth = ((float)far - (float)near) / 2.0f;
81 set_viewport( float x, float y, float width, float height, float near, float far) argument
H A Dquad-sample.c63 float near, float far)
65 float z = far;
68 float half_depth = ((float)far - (float)near) / 2.0f;
61 set_viewport( float x, float y, float width, float height, float near, float far) argument
/external/chromium-trace/catapult/tracing/third_party/gl-matrix/src/gl-matrix/
H A Dmat4.js1041 * @param {Number} far Far bound of the frustum
1044 mat4.frustum = function (out, left, right, bottom, top, near, far) {
1047 nf = 1 / (near - far);
1058 out[10] = (far + near) * nf;
1062 out[14] = (far * near * 2) * nf;
1074 * @param {number} far Far bound of the frustum
1077 mat4.perspective = function (out, fovy, aspect, near, far) {
1079 nf = 1 / (near - far);
1090 out[10] = (far + near) * nf;
1094 out[14] = (2 * far * nea
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/external/libgdx/gdx/src/com/badlogic/gdx/math/
H A DMatrix4.java469 /** Sets the matrix to a projection matrix with a near- and far plane, a field of view in degrees and an aspect ratio. Note that
474 * @param far The far plane
478 public Matrix4 setToProjection (float near, float far, float fovy, float aspectRatio) { argument
481 float l_a1 = (far + near) / (near - far);
482 float l_a2 = (2 * far * near) / (near - far);
503 /** Sets the matrix to a projection matrix with a near/far plane, and left, bottom, right and top specifying the points on the
512 * @param far Th
514 setToProjection(float left, float right, float bottom, float top, float near, float far) argument
564 setToOrtho2D(float x, float y, float width, float height, float near, float far) argument
579 setToOrtho(float left, float right, float bottom, float top, float near, float far) argument
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/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/
H A DDecalTest.java68 cam.far = 10f;
129 cam.far = 10f;
/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/bullet/
H A DPairCacheTest.java82 overviewCam.far = 150f;
86 frustumCam.far = Vector3.len(BOX_X_MAX, BOX_Y_MAX, BOX_Z_MAX);
/external/opencv3/modules/viz/src/
H A Dtypes.cpp125 double far = near * (proj(2,2) - 1.0) / (proj(2,2) + 1.0); local
139 setClip(Vec2d(near, far));
/external/autotest/client/deps/webgl_mpd/src/resources/
H A DJ3DIMath.js72 in float near, in float far);
75 in float near, in float far);
611 J3DIMatrix4.prototype.ortho = function(left, right, bottom, top, near, far)
615 var tz = (far + near) / (far - near);
628 matrix.$matrix.m33 = -2 / (far - near);
638 J3DIMatrix4.prototype.frustum = function(left, right, bottom, top, near, far)
643 var C = -(far + near) / (far - near);
644 var D = -(2 * far * nea
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